Military, Cosims und Co

In 1775: Rebellion, players take the roles of the American Continental Army and Patriots against the British Army and the Loyalists. Each side tries to control the colonies, provinces and territories. They call on the aid of Native Americans, as well as the German Hessians and French Army in order to successfully birth a revolution or quell the rebellion. The four factions each use their own deck of cards to move their units into postions. Battles are resolved quickly with custom dice. If you can control an entire colony, province or territory you raise a flag. When the game ends with the signing of the Treaty of Paris, the side with the most flag markers is the winner.

1775: Rebellion uses the same basic mechanisms as 1812: The Invasion of Canada, but to a different end result. The game is quicker (being 2-4 player) and the intermingling of units at the beginning of the game allows the action to start immediately. There are a few core rules that changed in order to better portray the goals of the war.

The game also comes with an advanced scenario, "The Siege of Quebec". We recommend this for players comfortable with the basic rules.

The ASL RULES 2nd Edition is a set of liberally illustrated, full-color comprehensive rules that benefits from all the fine-tuning accumulated over the past 20 years. The rules allow you to simulate practically any tactical -level engagement of World War II.

The Pocket Edition contains core Chapters A-G and the full Index. Previously published errata pages are incorporated in this version of the rulebook; but individual errata items (as of Jun 1, 2015) are incorporated as a separate listing in the index. The Pocket Edition also sports a handy IFT chart on the back cover as well as several frequently used tables inside the back cover. The Pocket Edition is not meant to replace the full 2nd edition rulebook, but it is a comprehensive and handy tableside reference to the core rules that no devoted ASL player should be without.

Controlling one of the Axis or Allied powers, you will command both your country’s military forces and its war-time economy. Show that you are a brilliant military strategist by planning your attacks, marshaling your forces into embattled territories, and resolving the conflicts. Victory goes to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world.

Controlling one of the Axis or Allied powers, players will command both their country’s military forces and its war-time economy, with the chance to plan attacks, marshal forces into embattled territories, and resolve conflicts. Victory will go to the side that conquers its opponents on the field of battle and liberates or occupies the greatest cities of the world.

Axis & Allies celebrates 50 years of Avalon Hill games with this Anniversary Edition of the classic World War II strategy board game. Designed by Larry Harris, A&A Anniversary Edition will utilize the standard D6 combat system found in Axis & Allies Revised, Europe, & Pacific. Italy will debut as the third Axis nation, China will be operated by the US player, and cruiser class ships will join the naval line-up for the first time. The largest board ever produced for an A&A game, along with deluxe components will ensure this is the granddaddy of all Axis & Allies board games. Deploy your forces and prepare for battle!

This is not World War II. Progress during "The War to End All Wars" was measured by yards, not miles. The Italians were on the side of the Allies, while Turkey – then at the center of the Ottoman Empire – was one of the members of what was known as the Central Powers. Imperial Germany and the Austro-Hungarian Empire were the two other main Central Powers.

Battles for the Galactic Empire (BFGE) is a two-player game set in the Struggle for the Galactic Empire universe. Players attempt to outwit and outplay their opponent to achieve victory by scoring Chaos points through control of the six regions in the sector. Control of the regions is determined by skillful deployment of space fleets, action chit play, and tactical choices during combat. Players build their fleets choosing among six types with varying capabilities including military, morphogenetic (ability to convert opposing forces to the friendly side), and deployment/movement options. They pick chits randomly from five categories to enhance movement, tactical and build abilities, recruit special units, and disrupt opponent’s plans.

Clash of Giants: Civil War, takes the game system from Ted S. Raicer’s popular and critically acclaimed Clash of Giants WWI series to two of the storied battles of the American Civil War: Second Bull Run and Gettysburg. CoG: Civil War uses a modified version of the chit-pull Activation system of Clash of Giants II: Campaigns of Galicia and First Ypres, 1914, while retaining the CoG combat system. Every (mostly brigade-level) unit has a Tactical Efficiency Rating based on its morale, training, leadership, and experience, but even a poor unit can have a heroic moment, while the Iron Brigade might not always be made of iron. It is a true player’s system, which produces realistic results without a lot of fiddly procedures, and allows players to concentrate on the game rather than the rules.

They struck with the ferocity of a thunderstorm on the open prairie. Once they were a relatively feeble tribe, dwelling in the foothills of the Rocky Mountains. Until, that is, they came into possession of horses. And so it was that seemingly out of nowhere, they emerged as an unstoppable force, the greatest light cavalry ever seen in the western hemisphere. They called themselves Numunuu, “the people.” Their Ute cousins called them Kumantsi, “someone who wants to fight me all the time.” The Spanish called them, “Comanche.”

The Russian Army is a Coalition expansion for Commands & Colors Napoleonics.

Russia, was ruled until 1796 by Catherine the Great. It would then suffer under "Mad" Tsar Paul I, until his assassination in 1801, which brought his son Alexander I to the throne. Alexander, in command of a Russian army that was as vast as the territory from which it was drawn, did his best by various treaties and alliances to counter the increasing power of France under Napoleon without going to war.

Commands & Colors: Ancients depicts warfare from the Dawn of Military History (3000 BC) to the opening of the Middle Ages (400 AD). Quite an ambitious undertaking for one game, yet Commands & Colors by design is a unique historical game system which allows players to effectively portray stylized battles from this time in history.

Command & Colors Ancients allows you to refight epic battles of the ancient world. In this expansion the Roman armies still battle barbarians, but now most of the battles are fought to preserve the Roman Empire rather than expand it. Rome's enemies are becoming more proficient while Rome's legions are declining in ability. Ominously, even while outside threats increase, Rome's legions are increasingly consumed in costly wars fought by rival generals aspiring to become Emperor.

Imperial Rome and The Barbarians is the second expansion to Commands & Colors: Ancients. In this second expansion you will find historical battles that focus on Rome and the early Gallic invasion, invasion of the Northmen, the Servile War (Spartacus), Caesar's conquest of Gaul, the Roman Civil Wars and much more. Expansion #3: The Roman Civil Wars will provide all the gray and red blocks and stickers needed to field two full opposing Roman armies when combined with the gray Republican Roman army from Commands & Colors: Ancients, and the red Marian Roman army from Expansion #2: Rome and the Barbarians. There will be at least 16 scenarios that range from 82 BC (Aesis River) to the Battle of Munda in 45 BC.

EPIC Napoleonics is the sixth expansion for GMT’s Commands & Colors Napoleonics game system. EPIC Napoleonics allows for fighting larger battles with more units. EPIC Napoleonics is actually two game systems in one – the Epic Battles system, and the La Grande Battles system. Although the scope of our Napoleonic game has changed size wise, the historical feel and the basic rules of play, for the most part, remain the same. To experience the maximum enjoyment with these two new Napoleonic game formats, both EPIC Napoleonics and La Grande Battles scenarios are best played using the Command card and Tactician card decks that were part of the Generals, Marshals and Tacticians expansion.

Awakening the Bear - Firefight Generator builds on our award-winning Conflict of Heroes series for a whole new experience. Players use strategy and cunning to manipulate the battlefield and available forces to create an engagement set to their advantage. This expansion for Awakening the Bear 2nd Edition includes everything you need to create countless Firefights, from giant, multi-map, four-player Firefights to Solo Missions that make use of the Eastern Front Solo Expansion.

The year is 1941. Germany had defeated Poland Denmark Norway and France with ease. In the morning hours of June 22 over 3 million German soldiers attacked soviet forces along 1 1600 kilometer front heralding the beginning of Operation Barbarossa. Complete surprise was achieved and Germans struck deep into Soviet territory. The Germans thought that the Soviets would fold like a house of cards. Their officer cadre had been massacred by Stalin training was poor and morale low

The Eastern Front Solo Expansion is the highly anticipated rule set that has been in development for over 3 years! A player will be able to play Awakening the Bear against a highly reactive game AI. This AI is based on the most modern Emergent Behavior and Agent Based Logic programming systems. AI units are not individually programmed like in past solo games. Instead, each situation is evaluated and the best course of action using available AI resources and unit assets is implemented. This is a radical and groundbreaking implementation of advanced computer programming by Academy Games for their Conflict of Heroes series. Players will be surprised by the AI strategy and actions that emerge as a result of the player's own battle tactics. This may force even veteran players to hone and adapt their own playing styles in order to overcome the AI.

Guadalcanal continues the multi-award winning Conflict of Heroes series. In this game, players command platoons and companies of individual squads and tanks to resolve the same tactical dilemmas that commanders faced during some of the most ferocious engagements of WWII.
In Guadalcanal, the Americans track VPs, but the Japanese track Bushido. If a Japanese commander ‘loses face’ during battle, his command and men’s morale can crumble. This is a groundbreaking new concept that forces players to think like their 1942 counterparts.

Corsair Leader is based on the Hornet Leader II core game, but with some significant changes. The game focuses on the Marine F4U Corsairs in the Pacific. The 2 campaigns cover the Solomon Islands campaign that lasted from late 1942 to early 1944.

Cry Havoc is a card-driven, asymmetric, area control war game set in a brutal, science fiction setting. Each player commands one of four unique factions with varying abilities and units. The game includes 54 custom miniatures, a large format board, and over one hundred unique cards, all with stunning new artwork.

The war has raged for far too long. Four armies converged, fighting for the precious crystals, and none has given up any ground. Fighting has made extraction difficult. The planet continue to provide valuable resources, and so, the forces remain. Battling for control. With no sing of ending the struggle, all four factions have developed new tactics and technology to further their advantage.

COIN Series, Volume II
Cuba Libre will be easy to learn for Andean Abyss players—both volumes share the same innovative COIN system. Like Volume I, Cuba Libre is equally playable solitaire or by multiple players up to 4—and with a shorter time to completion than Andean Abyss. But Cuba Libre’s situation and strategic challenges will be new. A deck of 48 fresh events brings 1950s Cuba to life and includes ...

The truly classic game of skill for today’s sophisticated games players. The award winning game of political intrigue and military power in Imperial Europe, Diplomacy is the ultimate strategy game of pure skill. No dice and no luck – double dealing, deception and danger dogs every move.